APPENDIX:VARIANT PLANES& COSMOLOGIES210Time LoopsPieces <strong>of</strong> o<strong>the</strong>r planes occasionally bob and weavethrough <strong>the</strong> storm, impervious to <strong>the</strong> effects <strong>of</strong> <strong>the</strong>winds <strong>of</strong> time. These are time loops, pieces <strong>of</strong> variousplanes that have become separated from <strong>the</strong>ir originalrealms. Time loops appear much as <strong>the</strong>y did on <strong>the</strong>iroriginal planes, except <strong>the</strong>ir inhabitants take <strong>the</strong> sameactions again and again, repeating <strong>the</strong>mselves endlessly.A time loop is rarely larger than a few hundredsquare feet in area.On <strong>the</strong> Plane <strong>of</strong> Temporal Energy, time loops can be arefuge for those battered by <strong>the</strong> storm—and a possibleway <strong>of</strong> exiting <strong>the</strong> Plane <strong>of</strong> Time. Should a newcomer toa time loop manage to interrupt <strong>the</strong> sequence <strong>of</strong> eventssignificantly or complete a task that <strong>the</strong> time loop’sinhabitants have never finished, <strong>the</strong> time loop returnsto its original plane. This can be a blessing or a curse for<strong>the</strong> original inhabitants <strong>of</strong> <strong>the</strong> time loop, who have beenliving on a plane with <strong>the</strong> erratic time trait for years ifnot centuries.Citadel <strong>of</strong> EternityA common legend states that all <strong>the</strong> winds <strong>of</strong> <strong>the</strong> Plane <strong>of</strong>Time orbit a single spot: <strong>the</strong> Citadel <strong>of</strong> Eternity. Thenature <strong>of</strong> <strong>the</strong> citadel is unknown. Perhaps it contains <strong>the</strong>true secret <strong>of</strong> immortality, <strong>the</strong> fountain <strong>of</strong> ultimate youth,or <strong>the</strong> original creator <strong>of</strong> <strong>the</strong> cosmos.O<strong>the</strong>r histories indicate that <strong>the</strong> Citadel <strong>of</strong> Eternitymay actually be <strong>the</strong> physical incarnation <strong>of</strong> time’s end—or beginning. To pass into <strong>the</strong> citadel is to move beyond<strong>the</strong> bounds <strong>of</strong> time itself. It is difficult to imagine whatmight lie beyond time. Perhaps <strong>the</strong> way leads to ultimatedissolution, or, as some researchers suggest, <strong>the</strong> Citadel<strong>of</strong> Eternity is <strong>the</strong> doorway into a manifest madness called<strong>the</strong> Far Realm.The area within a few hundred feet <strong>of</strong> <strong>the</strong> citadel isembedded in an extreme time wrinkle. For each minutethat passes <strong>the</strong>re, a year passes on <strong>the</strong> Material Plane.PLANE OF FAERIEThe Outer Plane <strong>of</strong> Faerie is a land <strong>of</strong> s<strong>of</strong>t lights and crueldesires, <strong>the</strong> home <strong>of</strong> powerful elflike beings that carelittle for mortals o<strong>the</strong>r than as playthings and prey. It is acountry <strong>of</strong> little people with great desires. It is a place <strong>of</strong>music and death.Faerie is an oddity in most cosmologies: a coexistentOuter Plane. It functions like an Outer Plane, but it connectsclosely to <strong>the</strong> Material Plane, and a location on <strong>the</strong>Material Plane matches with a Faerie duplicate. Faerieoverlaps <strong>the</strong> Material Plane in such a way that travelersdon’t need <strong>the</strong> Astral Plane to cross between <strong>the</strong> twoplanes. Moving onto <strong>the</strong> Plane <strong>of</strong> Faerie from old ruinson <strong>the</strong> Material Plane, for example, puts a traveler at <strong>the</strong>door <strong>of</strong> a Faerie lord’s castle.The Plane <strong>of</strong> Faerie is a realm <strong>of</strong> eternal twilight,with slow lanterns bobbing in <strong>the</strong> gentle breeze andhuge fireflies buzzing through groves and fields. Thesky is alight with <strong>the</strong> faded colors <strong>of</strong> <strong>the</strong> setting, orperhaps rising, sun. But in fact <strong>the</strong> sun never truly setsor rises; it remains stationary, dusky and low in <strong>the</strong>sky. Away from <strong>the</strong> settled areas <strong>of</strong> <strong>the</strong> Seelie Court,<strong>the</strong> land is a tangle <strong>of</strong> sharp-too<strong>the</strong>d brambles andsyrupy fens—perfect territory for <strong>the</strong> Unseelie tohunt <strong>the</strong>ir prey.FAERIE TRAITSThe Plane <strong>of</strong> Faerie has <strong>the</strong> following traits.• Light Gravity.• Infinite Size: At <strong>the</strong> very least, <strong>the</strong> Plane <strong>of</strong> Faerie is aslarge as <strong>the</strong> Material Plane.• Alterable Morphic.• No Elemental or Energy Traits: Sections <strong>of</strong> <strong>the</strong>plane may have <strong>the</strong> minor positive-dominant trait orminot negative-dominant trait, but Faerie as a wholedoes not.• Mildly Neutral-Aligned.• Enhanced Magic: The Plane <strong>of</strong> Faerie is highly magical,and all arcane spells cast <strong>the</strong>re are maximized,empowered, and extended (as if prepared or cast with<strong>the</strong> appropriate feats). The fair folk do not care muchfor <strong>the</strong> pious <strong>of</strong> any faith, so divine magic is unaffected.• Flowing Time: For every day spent on <strong>the</strong> Plane <strong>of</strong>Faerie, a week passes on <strong>the</strong> Material Plane. Butunlike most planes with <strong>the</strong> flowing time trait, timelost on <strong>the</strong> Plane <strong>of</strong> Faerie catches up with <strong>the</strong> traveler.Non-natives who spend time on <strong>the</strong> Plane <strong>of</strong>Faerie and <strong>the</strong>n return to a plane with <strong>the</strong> normaltime trait instantly “catch up.” Those affected may beravenous if <strong>the</strong>y have not eaten in weeks as measuredby Material Plane time. A visitor who stays a long timeon <strong>the</strong> Plane <strong>of</strong> Faerie may die if “catching up” withMaterial Plane time takes her beyond her normal lifespan (maximum ages for each race are given in Table6–5 in Chapter 6 <strong>of</strong> <strong>the</strong> Player’s Handbook). The natives<strong>of</strong> Faerie are unaffected by this phenomenon, and only<strong>the</strong> most astute natives mention it to visitors from <strong>the</strong>Material Plane.FAERIE LINKSThe Plane <strong>of</strong> Faerie is coexistent with <strong>the</strong> Material Planeand can be reached without passing through <strong>the</strong> AstralPlane. It is a separate plane from <strong>the</strong> Transitive, Inner,and Outer <strong>Planes</strong>. It follows <strong>the</strong> topography <strong>of</strong> <strong>the</strong> MaterialPlane closely; should two portals to <strong>the</strong> Plane <strong>of</strong>Faerie be a mile apart on <strong>the</strong> Material Plane, <strong>the</strong>y willsimilarly be a mile apart on <strong>the</strong> Plane <strong>of</strong> Faerie.Portals to <strong>the</strong> Plane <strong>of</strong> Faerie only appear at certaintimes, such as during a new moon, at <strong>the</strong> equinoxes, oronce every ninety days. Such portals <strong>of</strong>ten exist withinstanding stones or pools on <strong>the</strong> Material Plane.Because <strong>the</strong> Plane <strong>of</strong> Faerie doesn’t connect to <strong>the</strong>Astral Plane, <strong>the</strong> E<strong>the</strong>real Plane, or <strong>the</strong> Plane <strong>of</strong> Shadow,spells that use those planes do not function on <strong>the</strong> Plane<strong>of</strong> Faerie.
FAERIE INHABITANTSThe Plane <strong>of</strong> Faerie is <strong>the</strong> home <strong>of</strong> powerful elflike creaturescalled <strong>the</strong> sidhe (pronounced shee). The sidhe divide<strong>the</strong>mselves into a Seelie Court and an Unseelie Court. TheSeelie are considered good and <strong>the</strong> Unseelie evil, but bothare unconcerned with <strong>the</strong> wants, desires, and needs <strong>of</strong>creatures from <strong>the</strong> Material Plane.To create a Seelie creature, apply <strong>the</strong> half-celestial templateto an elf character. For an Unseelie creature, apply<strong>the</strong> half-fiend template to an elf.O<strong>the</strong>r half-celestial and half-fiend creatures may befound within Faerie. Many <strong>of</strong> <strong>the</strong>se are Seelie and Unseelieversions <strong>of</strong> fey creatures such as satyrs, sprites, andgrigs. The more powerful members <strong>of</strong> <strong>the</strong> Unseelie Courtride nightmares on <strong>the</strong>ir Wild Hunts and are accompaniedby yeth hounds. These hunts are common on <strong>the</strong>Plane <strong>of</strong> Faerie, and <strong>the</strong>y <strong>of</strong>ten spill over onto <strong>the</strong> MaterialPlane when <strong>the</strong> stars come into alignment and <strong>the</strong> bordersbetween <strong>the</strong> worlds are thinner.Members <strong>of</strong> <strong>the</strong> Seelie Court are <strong>of</strong>ten chaotic good;<strong>the</strong>y’ve been known to lure or even kidnap MaterialPlane characters into <strong>the</strong>ir realm for <strong>the</strong> purpose <strong>of</strong> feastingand dalliance. Members <strong>of</strong> <strong>the</strong> Unseelie Court arealso interested in having Material Plane characters at<strong>the</strong>ir feasts, but more as dishes than as guests. Nei<strong>the</strong>rgroup is particularly concerned about <strong>the</strong> time that <strong>the</strong>irguests lose while away from <strong>the</strong> Material Plane.FAR REALMAlso called Outside, <strong>the</strong> Far Realm is a plane—or perhapsa space beyond <strong>the</strong> planes—that is terrifyinglyremote from <strong>the</strong> standard planar geometry. The entitiesthat abide in <strong>the</strong> Far Realm are too inchoate, too different,and too alien for a normal mind to accept withoutbeing damaged. Where stray illuminations from <strong>the</strong> FarRealm leak onto ano<strong>the</strong>r plane, matter stirs at <strong>the</strong> beckoning<strong>of</strong> inexplicable urges before burning to ash.But in <strong>the</strong> Far Realm, titanic creatures swim throughnothingness, preoccupied with madness. Unspeakablethings whisper awful truths to those who dare listen. Formortals, knowledge <strong>of</strong> <strong>the</strong> Far Realm is a triumph <strong>of</strong>mind over <strong>the</strong> rude boundaries <strong>of</strong> matter, space, andeventually sanity.The Far Realm is divided into an unknown number <strong>of</strong>layers. Each layer is only slightly out <strong>of</strong> phase with <strong>the</strong>next, and passing between layers requires only a thought.It’s possible to stand on one layer and see dozens <strong>of</strong>o<strong>the</strong>rs, all overlapping yet somehow distinct.FAR REALM TRAITSThe Far Realm has <strong>the</strong> following traits.• No Gravity: Entities <strong>of</strong> <strong>the</strong> Far Realm float in darknothingness. The only type <strong>of</strong> movement is passagebetween layers, which requires only thought.• Flowing Time: A minute in <strong>the</strong> Far Realm equals notime on <strong>the</strong> Material Plane. The Far Realm is outsidetime, existing both before and after time’s reign, ifwords like “before” and “after” have any meaning <strong>the</strong>re.• Infinite Size: The Far Realm contains infinite layers,though <strong>the</strong> layers <strong>the</strong>mselves are not infinite.• Highly Morphic: The layers continually evaporate,divide, spawn, and brea<strong>the</strong> at <strong>the</strong> behest <strong>of</strong> <strong>the</strong> alienentities that drift through <strong>the</strong>m.• Sporadic Elemental and Energy Traits: Conditionsare always in a state <strong>of</strong> flux in <strong>the</strong> Far Realm, and it’sentirely possible that a given layer could burst aflameAPPENDIX:VARIANT PLANES& COSMOLOGIESpqqqqrsNASTIER FAERIE TRAITSThe Plane <strong>of</strong> Faerie is based on traditional folk tales <strong>of</strong> immortallords and wild hunts. In <strong>the</strong>se folk tales, mortals who dealwith <strong>the</strong> lords <strong>of</strong> Faerie usually are dead by <strong>the</strong> end <strong>of</strong> <strong>the</strong> tale,<strong>of</strong>ten returning to <strong>the</strong>ir native lands only to disintegrate fromold age. The Plane <strong>of</strong> Faerie presented here isn’t nearly as cruel,but if you want a more accurate and deadly Plane <strong>of</strong> Faerie,make <strong>the</strong> following changes to <strong>the</strong> plane’s traits.• Flowing Time: For every hour spent on <strong>the</strong> Plane <strong>of</strong> Faerie,two weeks pass on <strong>the</strong> Material Plane.• Entrapping: The Plane <strong>of</strong> Faerie has an entrapping trait similarto those <strong>of</strong> Elysium and Hades. At <strong>the</strong> conclusion <strong>of</strong> everyday spent on <strong>the</strong> Plane <strong>of</strong> Faerie, any non-native must makea Will saving throw (DC 10 + <strong>the</strong> number <strong>of</strong> consecutive dayson <strong>the</strong> plane). Failure indicates that <strong>the</strong> visitor has fallenentirely under <strong>the</strong> control <strong>of</strong> <strong>the</strong> plane, unable and unwillingto leave <strong>of</strong> his own volition. Memories <strong>of</strong> any previous lifefade into nothingness, and it takes a wish or miracle spell toreturn such a character to normal. But travelers who haveaccepted no food, drink, or o<strong>the</strong>r gifts from <strong>the</strong> natives <strong>of</strong>Faerie during <strong>the</strong>ir visit need not make <strong>the</strong> saving throw.MORE ACCESSIBLE FAERIEIn a cosmology you create, Faerie might be an easy place toget to.Perhaps portals to Plane <strong>of</strong> Faerie work from <strong>the</strong> E<strong>the</strong>realPlane even if it’s not <strong>the</strong> correct time for <strong>the</strong> portal to functionon <strong>the</strong> Material Plane. On <strong>the</strong> E<strong>the</strong>real Plane, such portalsappear as curtains <strong>of</strong> shimmering brass. Faerie can have itsown E<strong>the</strong>real Plane in this case, and spells using <strong>the</strong> E<strong>the</strong>realPlane would function within it.Maybe travelers reach <strong>the</strong> Plane <strong>of</strong> Faerie through <strong>the</strong> Plane<strong>of</strong> Shadow, in much <strong>the</strong> same way <strong>the</strong>y would use shadow toreach any o<strong>the</strong>r plane. In this case, Unseelie creatures roam<strong>the</strong> Plane <strong>of</strong> Shadow as well.The Plane <strong>of</strong> Faerie might also have portals leading to <strong>the</strong>Outer <strong>Planes</strong>. Such portals would lead to natural areas or thosewith a strong elven presence, such as <strong>the</strong> Beastlands, Arvandor,or Lolth’s layer in <strong>the</strong> Abyss.pqqqqrs211
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MANUAL OF THE PLANESJeff Grubb, Bru
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INTRODUCTIONIntroductionThis book i
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of the universe (earth, air, fire,
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within a plane where the rules are
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Shapes of the PlanesinfiniteGreat W
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save (DC 25) or gain a negative lev
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Illus. by A. Swekelven if a plane i
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Planar RelationshipsPlaneAPlane ACo
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Creatures that use positive or nega
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GETTING FROM PLANETO PLANEThe plane
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Illus. by A. Swekelhe planes are la
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Spot (Wis), and Use Magic Device (C
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Direction (Wis), Jump (Str), Knowle
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damage bonus does not apply to crea
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to a limited extent. On planes with
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Greater planar bindingHoly wordLess
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elemental form to put out nonmagica
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Audible Alarm: An audible portal al
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On planes you create yourself, safe
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Illus. by A. Swekelhe Material Plan
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Oerth’s cosmology is laid out in
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Illus. by A. Swekelhe Transitive Pl
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spells and spell-like effects that
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often used by astral travelers who
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There is no day or night on the Ast
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Table 5-3: Astral Encountersd% Enco
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try to lure adventurers away from e
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even if prisoners escape, they’re
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Any creature becoming ethereal (inc
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The Plane of Shadow does not connec
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describes some typical abilities an
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Illus. by A. Swekelhe Inner Planes
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positiveElementalPlane ofWaterThree
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A maximum of 20d6 points of damage
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of material and have his life crush
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Table 6-2: Elemental Plane of Earth
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MOVEMENT AND COMBATThe Elemental Pl
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ELEMENTAL PLANEOF WATERIt is an oce
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Red TidesA dangerous contagion has
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• Impeded Magic: Spells and spell
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Class abilities that use positive e
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Illus. by A. Swekelf the Inner Plan
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CHAPTER 7:THE OUTERPLANES87Beastlan
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everything within a ten-mile radius
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Only those who suffer mortal wounds
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Plane drift through the miasma: bit
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FamiliarityVery familiarStudied car
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Every word, scream, or shout is cau
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oulders, and worked stone, as if a
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directional gravity. Unless stated
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sun no brighter than the Material P
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and Colothys confines liars whose u
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OthrysCathrysMinethysColothysPorpha
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Normal petitioners in Hades gain on
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PlutonThe third gloom of Hades is a
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Gehenna CombatCombat on Gehenna is
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NINE HELLS OF BAATORIt is Hell, whe
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added to the Bronze Citadel. Work g
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dribble of slimy water sluices into
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StygiaThe fifth layer of the Nine H
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they first enter the downdraft or b
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are big enough for whole cities and
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the truth, the ice sheet has object
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Scion Queen Mother at all times, an
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always find themselves in the surf
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amid treasure gathered over eons—
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BYTOPIA INHABITANTSBytopia is home
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on the Material Plane, sounds more
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BelierinBelierin is a land of misty
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without touching the ground. The Be
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ARBOREA LINKSArborea borders the Be
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CHAPTER 7:THE OUTERPLANESOUTLANDS I
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OutlandsExcelsiorSigilTradegateEcst
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CHAPTER 7:THE OUTERPLANES152Table 7
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CHAPTER 8:DEMIPLANES154to multiple
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of naivete. Neth doesn’t know how
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